I have written a blogpost about the "sliding bug", a bug that has pestered our game Awesomenauts for over 1.5 years. We recently finally fixed it in a patch. I think it is a nice example of the complexities of collision handling in a purely peer-to-peer architecture, so I hope it is okay to make a topic about it here and post a link. An interesting lesson for me was that the solution we used turns out to be really incorrect, but to work really well with actual player behaviour. True correctness is not always needed!